If you're nerfing GP's barrel damage, lower the cooldown to restock

For Carthage··5 votes·803 views

Yeah, they hit hard.

You know what hits harder? Cooldowns.

His barrels are fallible, so if you screw up and you lose one, it's another 9-15 seconds before you get another one.

This wouldn't be so bad if usually you didn't need two of them to do anything.

So if you're going to nerf his damage, then at least give us a bit more forgiveness for messing up the combo because not only is it easy to mess up, but fumbling it basically means death and almost no damage being dealt out until you get more up.

5 Comments

SaltyKracka1 votes

Mostly seems like they're hitting the armor pen again.

Which is really where they get most of their power, so I ain't complaining.

CppL1 votes

Then dont messed up the combo.If you messed up ,pay for that.Also ,wanna lower cd ,get a cdr runes.With those you can drop cd from 18 to 13-12 something.

For Carthage1 votes

It's twice the setup for more of the output, but if they're taking away the output then why should there be higher risk to what is already a fallible ability?

It's like if you could always stop an Ori ult by quickly autoing her ball to jam it. How could you justify having it on a 120 cooldown then if it's even more of a crapshoot than, say, Q with Lee, hit and go? Even Sion gets a cooldown reduction if his Q's interrupted, and barrels can announce themselves just as much as that.

SaltyKracka1 votes

...GP's double barrels generally aren't that prone to getting interrupted.

Lane barrels, I can see. Double barrels, especially if it's out of bushes and other tricksy things, are actually pretty damn safe.

For Carthage1 votes

Out of bushes, yes. Standing on both sides of the issue, I can say with certainty that the double barrel is actually really easy to bully him out of if he or his team are not a direct threat. If he's setting them up to poke or repel people, it's actually probably the easiest interrupt in the world. If he's behind, there's especially no coming back because even if they screw up the disarm you're not doing enough damage to justify following up, and by then you're probably out of barrels.

If his team is backing him and they're more of a threat than yours, then he can easily start setting up combos because you won't be daring enough to try to defuse the first barrel because you'd likely wind up dying afterward. But I go Gnar all the time against GP because not only is it a very easy lane but disabling his barrels is a breeze - and once you've played GP once, you know every trick with hiding them in the bush as well as the radius. There's basically nothing an enemy could do to win. Honestly, I'd argue he's balanced right now if people would just give him a try before saying he's too strong - but if they have to nerf him, they have to give some kind of reliability back in exchange for a power cut because he's too fallible to justify removing another large chunk of his power.

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